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GORISSE Geoffrey

Courriel
geoffrey.gorisse@ensam.eu
Réalité Virtuelle
Interaction Humain-Machine

Responsable axe scientifique IHMCXR

Maître de Conférences
P&I - Présence et Innovation

Activités de recherche et d'enseignement

Enseignant-chercheur dans le domaine des réalités étendues, mes recherches portent principalement sur les personnages virtuels (avatars/agents) et la collaboration dans des environnements immersifs. J'étudie le sentiment d'incarnation et ses corrélats cognitifs et comportementaux. Coresponsable du master MTI3D de l’institut Arts et Métiers de Laval, je forme les étudiants à la recherche expérimentale et j’y enseigne l’infographie, le rendu 3D temps réel et la programmation pour les interfaces de réalité virtuelle.

Parcours académique

  • Maître de conférences en réalité virtuelle, section 27 (informatique), LAMPA équipe P&I, Arts et Métiers institut de Laval (2023 - Actuel)
  • Enseignant-chercheur contractuel en réalité virtuelle, LAMPA équipe P&I, Arts et Métiers institut de Laval (2019 - 2023)
  • Post-doctorant, Event Lab, équipe du Pr Mel Slater, Université de Barcelone (2019)
  • Doctorant, lauréat du prix de thèse Pierre Bézier, LAMPA équipe P&I, Arts et Métiers institut de Laval (2016 - 2019)
  • Ingénieur de recherche stagiaire, équipe du Pr Alain Berthoz, Collège de France (2015)
Ternova A, Gorisse G, Gagneré G.
The convergence between classical theatre and new technologies such as motion capture is opening up new artistic practices. In this interdisciplinary study, situated at the crossroads of experimental science and creation-research projects, we designed an experiment to assess spectators' perception o…
Proceedings of the 22nd International Conference on Culture and Computer Science: Remixing Analog and Digital. 2025;1-10.
DOI : 10.1145/3769526.3769664
Oger A, Gorisse G, Fleury S, Christmann O.
This article presents the architecture of MemorIA, an integrative system that combines existing AI technologies into a coherent educational framework for creating interactive historical agents, with the aim of fostering students' learning interest. MemorIA generates animated digital portraits of his…
Computer Animation and Virtual Worlds. 2025;36(3)
DOI : 10.1002/cav.70032
Fribourg R, Gorisse G, Goris A, Normand J.
Despite the growing interest in making Virtual Reality (VR) applications more accessible to users with impairments, VR accessibility still remains critical. In the context of shared virtual environments where users are represented by an avatar, controlling and animating in real time this virtual bod…
2025;104-111.
DOI : 10.1109/VRW66409.2025.00029
Dufresne F, Dubosc C, Lefrou T, Gorisse G, Christmann O.
The way users interact with Virtual Reality (VR) environments plays a crucial role in shaping their experience when embodying an avatar. How avatars are perceived by users significantly influences their behavior based on stereotypes, a phenomenon known as the Proteus effect. The psychological concep…
IEEE Transactions on Visualization and Computer Graphics. 2025;1-11.
DOI : 10.1109/tvcg.2025.3549136
Lefrou T, Lefeuvre T, Dufresne F, Dubosc C, Christmann O, Gorisse G.
Embodied representations are known to impact user behavior in Virtual Reality (VR) through stereotypes associated with their appearance, a phenomenon known as the Proteus effect, or through perceived affordances. This latter concept refers to the interaction possibilities suggested by the environmen…
2024..
Dufresne F, Nilsson T, Gorisse G, Guerra E, Zenner A, Christmann O et al.
Space agencies are in the process of drawing up carefully thought-out Concepts of Operations (ConOps) for future human missions on the Moon. These are typically assessed and validated through costly and logistically demanding analogue field studies. While interactive simulations in Virtual Reality (…
2024;1-18.
DOI : 10.1145/3613904.3642292
Dufresne F, Dubosc C, Gorisse G, Christmann O.
The way users interact with Virtual Reality (VR) environments plays a crucial role in shaping their experience of embodying an avatar. The perception of avatars significantly influences users’ behaviour based on stereotypes, a phenomenon known as the Proteus effect. Moreover, understanding how virtu…
2024;1-7.
DOI : 10.1145/3613905.3650752
Ceccaldi E, Biancardi B, Falcone S, Ferrando S, Gorisse G, Janssoone T et al.
The ACE-how Artifcial Character Embodiment shapes user behavior in multi-modal interactions-workshop aims to bring together researchers, practitioners and experts on the topic of embodiment, to analyze and foster discussion on its efects on user behavior in multi-modal interaction. ACE is aimed at s…
2023;818-819.
DOI : 10.1145/3577190.3617134
Palvidou A, Gorisse G, Banakou D, Walther S.
Introduction: Gesture performance deficits are prevalent in schizophrenia patients and are strongly associated with poor social communication skills and community functioning, affecting their overall quality of life. Currently, video-recording technology is widely used in clinical settings to assess…
Frontiers in Psychiatry. 2023;14
DOI : 10.3389/fpsyt.2023.1191601
Gorisse G, Wellenreiter S, Fleury S, Lécuyer A, Richir S, Christmann O.
Virtual reality (VR) provides users with the ability to substitute their physical appearance by embodying virtual characters (avatars) using head-mounted displays and motion-capture technologies. Previous research demonstrated that the sense of embodiment toward an avatar can impact user behavior an…
IEEE Transactions on Visualization and Computer Graphics. 2023;29(11):4328-4338.
DOI : 10.1109/TVCG.2023.3320225
Poinsot K, Gorisse G, Christmann O, Fleury S, Richir S.
Nowadays, both text-based and 3D online applications rely on conversational agents and autonomous characters to interact with users. Previous experiments demonstrated that perceived agency, that is to say, one’s belief in interacting with a computer- or another human-controlled entity could impact s…
Advances in Human-Computer Interaction. 2022..
DOI : 10.1155/2022/9632119
Ternova A, Gorisse G.
With this paper, we aim at introducing an empirical experiment to explore the impact of different interactions between a physical actor and a virtual avatar (digital character controlled by a second actor equipped with a motioncapture suit) on spectators' sense of social presence in the frame of the…
2022..
Fleury S, Dupont L, Chaniaud N, Tamazart S, Poussard B, Gorisse G et al.
Research showed that immersive technologies can significantly improve the design process. However, it is important to consider the ease of implementation of solutions (e.g. price, simplicity). Therefore, the objective of this study was to analyze the uses of two types of virtual environments that ar…
2022;1-7.
DOI : 10.1109/ICE/ITMC-IAMOT55089.2022.10033258
Gorisse G, Christmann O, Dubosc C.
We present REC, a Unity open-source tool for developers and researchers to record, export and replay the movements of virtual reality users and virtual characters. Recording both real-time body tracking and animations, this tool makes it possible to export skeletal data in a comma-separated values (…
2022..
DOI : 10.1145/3531073
Christmann O, Fleury S, Migaud J, Raimbault V, Poussard B, Guitter T et al.
This study presents two experiments addressing the representation of scientific data, in particular airflows, with a user-centered design approach. Our objective is to provide users feedback to data visualization designers to help them choose an air flow representation that is understandable and att…
Information Visualization. 2022..
DOI : 10.1177/14738716221085965
Gorisse G, Senel G, Banakou D, Beacco A, Oliva R, Freeman D et al.
The proportion of the population who experience persecutory thoughts is 10–15%. People then engage in safety-seeking behaviours, typically avoiding social interactions, which prevents disconfirmatory experiences and hence paranoia persists. Here we show that persecutory thoughts can be reduced if pr…
Scientific Reports. 2021;11(1)
DOI : 10.1038/s41598-021-03373-x
Gorisse G, Brousse A, Richir S, Christmann O.
This experiment was designed to investigate the potential contribution to the sense of embodiment of a wristband worn by the participants in both real and virtual environments. In addition, two virtual limb models were compared following a mixed between-within subjects design: an organic hand and a …
PRESENCE: Virtual and Augmented Reality. 2021;30:213-231.
DOI : 10.1162/pres_a_00389
Dubosc C, Gorisse G, Christmann O, Fleury S, Poinsot K, Richir S.
Eliciting a sense of social presence is necessary to create believable multi-user situations in immersive virtual environments. To be able to collaborate in virtual worlds, users are represented by avatars (virtual characters controlled in real time) allowing them to interact with each other. We rep…
2021;438-439.
DOI : 10.1109/VRW52623.2021.00101
Dubosc C, Gorisse G, Christmann O, Fleury S, Poinsot K, Richir S.
Effective collaboration in immersive virtual environments requires to be able to communicate flawlessly using both verbal and non-verbal communication. We present two experiments investigating the impact of facial anthropomorphism on the sense of body ownership, avatar attractiveness, social presenc…
Computers and Graphics. 2021..
DOI : 10.1016/j.cag.2021.08.011
Gorisse G, Dubosc C, Christmann O, Fleury S, Poinsot K, Richir S.
Effective collaboration in immersive virtual environments requires to be able to communicate flawlessly using both verbal and non-verbal communication. We present an experiment investigating the impact of anthropomorphism on the sense of body ownership, avatar attractiveness and performance in an as…
2020..
DOI : 10.2312/egve.20201261
Houzangbe S, Christmann O, Gorisse G, Richir S.
It has been demonstrated that virtual reality (VR) exposure can afect the subjective experience of diferent situations, cognitive capabilities or behavior. It is known that there is a link between a person’s physiological state and their psychological self-report and user experience. As an immersive…
Virtual Reality. 2020;17.
DOI : 10.1007/s10055-020-00429-7
Gorisse G, Slater M.
We present an experiment designed to investigate whether seeing a virtual double performing an action in a social context can impact participants’ psychological state. With the help of a 3D scanning process, we are interested in exposing participants suffering from moderate paranoid thinking to a ub…
2019..
Houzangbe S, Christmann O, Gorisse G, Richir S.
The usage of biofeedback in Virtual Reality (VR) is becoming more and more important in providing fully immersive experiences. With the rapid evolution of physiological monitoring technologies it is important to study how different modalities of biofeedback can alter user experience. While previous …
2019;2.
DOI : 10.1109/vr.2019.8797759
Gorisse G, Christmann O, Houzangbe S, Richir S.
This study presents the second phase of a series of experiments investigating the impact of avatar visual fidelity on the sense of embodiment and users' behavior in immersive virtual environments. Our main focus concerns the similarity between users and avatars, a factor known as truthfulness. Our e…
Frontiers in Robotics and AI. 2019;6
Gorisse G.
Les travaux entrepris dans le cadre de cette thèse de doctorat portent sur l'impact de différentes modalités perceptives et graphiques pouvant affecter l'expérience utilisateur en environnement virtuel immersif. Le positionnement de nos recherches s'inscrit dans un contexte où une majorité d’applica…
2019..
Houzangbe S, Christmann O, Gorisse G, Richir S.
Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. Providing accessible solutions to enhance VR experiences is crucial. In this paper, we consider a wearable solution as a mean of interaction in VR, to add a biofeedback mechanic. We hypothesized that …
2018;12:1-12:6.
DOI : 10.1145/3235765.3235787
Gorisse G, Christmann O, Houzangbe S, Richir S.
This paper presents the first study of a series of experiments aiming to investigate the impact of avatar visual fidelity on user experience with emphasis on the sense of embodiment in immersive virtual environments (IVE). This first experiment requires participants to evaluate three characters with…
2018;5.
DOI : 10.1145/3206505.3206525
Houzangbe S, Christmann O, Gorisse G, Richir S.
Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. While cardboard is the most distributed system, it lacks interaction to provide really engaging experiences. Providing low cost solutions to enhance VR experiences is crucial. We hypothesized that the…
2018;16:1-16:6.
DOI : 10.1145/3234253.3234305
Gorisse G, Christmann O, Richir S.
Les sentiments de présence et d’incarnation sont deux dimensions centrales de l’expérience utilisateur en environnement virtuel immersif. Suite à une revue de littérature portant sur ces deux concepts, nous en proposons une articulation théorique au sein d’un méta-modèle « Présence – Incarnation ». …
De la présence à l’incarnation: proposition d’un méta-modèle pour la réalité virtuelle. 2018;7(1):94-114.
Gorisse G, Christmann O, Amato E, Richir S.
Current design of virtual reality (VR) applications relies essentially on the transposition of users’ viewpoint in first-person perspective (1PP). Within this context, our research aims to compare the impact and the potentialities enabled via the integration of the third-person perspective (3PP) in …
Frontiers in Robotics and AI. 2017;4(Article 33):12.
DOI : 10.3389/frobt.2017.00033
Perény E, Amato E, Gorisse G, Berthoz A.
This position paper presents the project "Becoming Avatar" deals with avatarial immersion [1] addressed through an interdisciplinary experimental approach. Its goal, at the crossroad of the creation of images and interactive technology, of virtual reality, neurophysiology and information and communi…
2016;31:1-31:3.
Gorisse G.
Le projet « Devenez Avatar » concerne l’immersion avatariale abordée à travers une approche expérimentale transdisciplinaire. Son objectif, à la croisée de la création en images et technologies interactives, des sciences de l’information et de la communication, de la réalité virtuelle et de la neuro…
2015;1-194.